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BumbaX

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Everything posted by BumbaX

  1. It surely helps, thank you! I have been told that now the PvE secondary objectives only bring more credits, but not more xp, can you confirm it?
  2. I agree with @TeyKey1 on all 3 points. Also limiting the number of the most popular tanks in a battle would slow even more the queue time, that is probably the main problem this game has. having only let's say only 3 OP tanks in each party would not make the game more balanced then having 6 in each party, as the problem is that those tanks are OP and each one that has to face them is at a disadvantage, how much of them are on the field does not change it. Again the problem's solution is to have tanks that maybe can be unique and perform in a different way from the average tanks of their class, but that are balanced with the other ones, balanced in all the 3 modes. And the best way to obtain it is to design them balanced from the start, when they are intentionally made OP to make the very long battle path grinds more attractive then it is very difficult, if not impossible to revert to normality later. I would add also that if i agree that the tanks should be balanced in all the 3 modes the PvP ones should have a priority. And this not because are more "noble" modes and PvE is for noobs only, as all the players have the right to play in the modes they like the more and i personally know some very good players that don't play Random Battle because they simply don't like it, but are perfectly capable to perform well in it if they have to play it for some grind reasons. The reason is imo that the PvP modes are competitive modes, players vs players, so balance is essential, while PvE is a cooperative mode, players vs engine, where the devs can balance the tanks setting how the engine works. An example of it is the Ramka, some time ago it seemed in PvE an almost invulnerable tank, in the hands of a player that does not make very big errors, while in PvP it was a completely different story. This happened only for how the AI was scripted, it was scripted to don't aim at its weak spots, but only to spots that receive minor damage if don't completely bounce the shell/missile. If the tanks are balanced in PvP it is quite easy to balance them also in PvE only changing how the AI is scripted, but this means that if the tank is born OP in PvP to make it before more balanced in it and then correcting the AI scripts for PvE to adapt to the changes made and balance it also there is a lot of work, to simply nerf something for PvP without changing the AI scripts for all the PvE enemies is not a solution as it balances more in a mode at the cost of potentially unbalance in the other.
  3. Yes, is really hard to outdamage a griffin in an MBT but i had many times better overall score and got the blue star in my mbt, it happens usually when the griffin driver acts as a leach and stays in the back instead of doing his spotting work. TDs and arty are the only classes designed to stay in the back, even if sometimes, when no one in the party moves his arse it is possible to go to spot even with a TD, while i would not suggest it with an arty. In most maps when i drive the griffin i often get almost as much spotting damage then damage done by myself. The MBT od AFV snipers will never disappear, i know it, and a player is free to play as he likes, according to his personal style. At least if is not like the Merkava player i found today on Cerebrus, he come with me (T9 Striker) and an AFV on the hill at the right of the map to snipe, then not happy he managed also to push me down from the hill. At the end of the game i had done like 30K dmg and quite a bit of spots and spotting damage and he? about 600 dmg in all the game, never moved from that hill for the whole game, while i relocated at least 3 times as the battle was evolving. I would say that i won, with casuals, more Riding Party games without MBT then the same map with a couple of MBT snipers, as the MBTs have less sustained damage of the other classes but mainly because if a player decides to snipe and takes the tanks with the best armor to be even more sure to survive he is probably a really bad player. Anyway back to the CATTB i drove it today in PVE, i met some bradley and T15 and i survived, it probably remains OP in Random Battle, but i think that to really fix that problem would make it not playable in PvE unless the tank is completely changed, something like happened to the Leo T10 that before balance 2.0 was a completely different tank from the one that is today. As I wrote in my first post in this thread to introduce super powerful tanks brings problems that later is not easy to solve and i wish that this trend will stop in the future.
  4. I activated the gift and gave a try to the tanks, the K21 was working properly while with the T40 i had missile problems playing the Perseus map. Even after selecting the tank to hit using the right mouse button about the 80% of the times clicking on the left one the missiles did not fire. As it happened more then once, many times, i am pretty sure that the problem was on the game side, a bug, not a not proper use of the missiles by me. With the K21 i did not had any problem and even on the Alabino test ground the T40 missiles worked properly each time, the problem occurred only in that mission, that as far is the only one i had played with the tank. Has someone had the same issue?
  5. About being a glass cannon i see a big difference between tanks that have camo and tanks that lack of it. At least if those tanks are not used only as long distance snipers leaching on other people's spots, as i sadly see some MBT players doing. With my AFVs and LTs i sometimes get the most of the spots and spotting damage even being a glass cannon, while with a MBT glass cannon i can only be a leach not useful to the party at all or live until my huge HP pool lets me survive. Luckily it does not seem to me that the present CATTB is so hopeless against AI missile tanks, surely it can not face a T15 and a couple of Bradley without any precaution, it is not the ADTU, but i find it better against them of some other T10 MBTs. About increasing the aim time even more please no. It would maybe fix a little the burst damage problem, but at the cost of creating other problems in all the modes, it is a gun that already does not shine as accuracy and aim time. Instead introducing some delay between the shots in an other way is certainly possible, all the other tanks with multiple shot have it.
  6. My opinion is that if a developer introduces tanks that are too special, too good, then it is very difficult to revert later to a condition of normality. The same is somehow true for commanders. And the developers introduced as rewards for the last 2 battle paths 2 T10 tanks and 1 commander, Ophelia, that was way too special. I can only guess the reasons why, my bet is to have more players involved in the very long grinds to rise, at least temporarily the number of players, that is the main problem of this game. And i believe that the long term effects impact of this can only be detrimental, making the game less enjoyable, so rising the low population problem. Ophelia imho has ruined GLOPS that before her introduction was a pretty good mode, now in some maps i am sick and tired to see those suicide spotters that abusing the temporary immortality that Ophelia grants completely change the way the game has to be played by TDs and other vehicles that are build to use camo and long range firepower. What before needed skill and good tactic, as also before was possible to go to spot the enemy long range snipers, now requires only Ophelia, a fast AFV and a suicide attitude. The Object has been nerfed, but is still something problematic in PvP modes, a tank that is almost impenetrable from the front by AGTMs, at least now guns with green ammo can damage it, very difficult to penetrate with the missiles from the side, that is almost impossible to track and that has also an incredible mobility backwards can only be countered by some other tanks, if the driver is not a complete noob try to track it and go at his back with a sphinx, i wish you good luck, and if it charges against some missile boats there is no way that they can stop it. For the CATTB we will see, born incredibly OP has been nerfed more then one time, with the last version seems to be a brick, but only against AP, with an impressive burst damage but a gun that is not accurate, so probably is not good at aiming at other tanks weak spots at medium range. As it is not impossible to counter it both with an MBT and a missile boat, as it can actually be tracked maybe lowering the penetration of its AP round will make it a special, but at least balanced tank in the PvP modes, for PvE it seems to perform very good but not to the level of the crazy dakadaka also introduced in the last battle path, that when is in a party has to be played by a complete incompetent player to not share the part of the lion. So among the 3 problems introduced by the developers (4 if we factor in also the dakadaka) seems to me to be the lesser one. And i really wish that the developers will learn in the future the lesson and will stop to introduce broken tanks that have to go trough a nerfing process to not unbalance too much the game play.
  7. BumbaX

    T9 B1 Draco

    Draco has a special place in my heart as it was my first T9. At that time it was even better, but even today is a very fun tank to play, it has also a pretty decent camo so, with the right commander, you have many options, snipe from far, find a big bush, it is so tall and big, and fight not spotted from a shorter distance and find a position that allows you to expose only the turret. The penetration is not so good, but it will pen most of the sides of T9-10 mbts and has no problem with less armored tanks and the burst damage is pretty decent, often, is some other tank spots, is possible to pop out the smoke and get out of cover to unleash your salvo while hidden. It is not the best T9 TD, but it has a distinct personality, you can not play it as the other wheeled TD to shine needs a specific approach.
  8. Welcome. Even if i at now have not posted any really useful information about the game or guide if i will ever do it feel free to translate and share it. I am for a free circulation of information.
  9. i also used to remove rentals, then started to put them in my reserve. as thanks to the battle path and other ways i got some of them in a permanent state i was able to get some gold selling the rentals after getting the permanent tank. keep them in the reserve without activating the rental and then activate it when you have the permanent one, and instead of activating it the game will add some gold to your account. when you get a rental that is automatically activated i don't know how it works, i suppose that expired rentals don't give you any gold, but even if i sit on more then 900M credits so i could afford the complete loosing of the retros price instead of loosing only the 25% (you can sell any retro of any rental or permanent tank without having to sell or dismiss the tank for 75% by the way) i probably would not bother to do it for a day or a couple of weeks of use. specially if the premium has not crew at lev 5 and needs to grind upgrades, as it any way is not a great tank to play.
  10. which commander did you use? sabrina and erin and some bushes make every tank a lot stealthier. i know that are not commanders that are normally used for T15 or arty, but if someone has reasons to try to not get spotted why not to use them, also the retro that gives better camo if the tank does not move should help. my T15 with a commander without camo bonuses has 12% camo with erin and absorbing paint v2 gets 17%+8%(paint)=25% and gets also a 21.7%bonus to the foliage camo factor, behind some bushes it becomes a pretty stealthy tank. i did not try myself that position so i can not tell if the bushes, that cover well a sphinx, are too small to cover tall tanks like the t15 or the arty, but before being sure that the position does not work a try with the right commander and the paint retro has to be done.
  11. The one used by the sphinx in the video posted probably should work fine, even if i did never try it, not with arty and not even with other tanks, as i did not know about it.
  12. I post here a couple of screenshots of the tier 10 Leopard, in both i have the binoculars retrofit, only the commander changes. The red arrows show how Douglas improves hit points, rate of fire and view range. Then a screenshot of the K1A1 with Douglas and both the view retrofits, there the view range increase is really noticeable, it can spot all the other mbts of the same tier way before they spot him and also for enemy tanks with good camo is not so easy to shot at it without being spotted. Even a tank with 50% camo can be spotted before firing if is less then 300m far when the K1A1 is not moving, while against a T10 2AX with a commander without view bonus and without view retro probably is safe if 50m closer. Other commanders can be better for more brawling oriented styles, and the player's style and the tank characteristics are very important in choosing the right commander, but to be able at spotting can be very rewarding both tactically and as spots and spotting damage give xp and credits.
  13. I tested it in random battles. I post here a couple of results, both are lost games and if the combo of tank and player was not able to carry the team to the victory i would say that the problem was on the player side, i am far from being a pvp specialist or an unicum player. The game of the second screenshot was lost for time, it was assault mode on Pipelines, and I was very low health so i could not push to kill the 2 remaining enemies, that was at low health also and whose positions was known. I would say that this tank destroyer can perform well also in random battle, even if it lacks of burst damage not having a rack. And penetration, even with ap too many mbts at the same tier are really hard if not impossible to penetrate frontally at the typical distance a TD shot.
  14. In the video a premium commander that allows to load more ammo is used. And I think that an achievement that compels to use a premium commander or tank to be obtained is not the right way to go. Some of us can miss those tanks and commanders, I miss that one as I could play only a short time that battle path for some RL issues. I would say that even if some missiles was missing or was "wasted" for other uses like killing pillboxes or shooting at enemies that was not at very low hp without that commander the agtm load is not enough to get the mission. I can be wrong, but this is my first impression, and i can be wrong as the normal agtm load of Sphinx is 30+30 and using a commander like Erin that allows to dare to use more the auto cannon without being spotted there is enough ammo to kill 35 bots, if your team mates are good at preparing them for you. Anyway the video proves that the achievement is possible and gives good hints about how to get it, thank you for posting it.
  15. 27 pve games with it at now. With little less then 18k dmg/game and many blue stars, often with T8 tanks in the party as it usually happens at that tier, i am quite impressed, i have still to test it in random battle, even if i like more tanks with better mobility like afv and td it is probably a tank that i will continue to play even after completing the grind. I appreciate the fact that it loads, fast, a single shot, as is possible to load heat or ap depending on the tank that you have to face, Stingray 2 and Centauro 105 have better burst, but if you have a full rack of an ammo that is not good against the tank you face.... well, it is something that i don't like. And as i agree with @Haswell that its better use is to find a position where it can shot continuously, it lacks the mobility to play pikaboo, is better to shot each shell being sure to penetrate and going for maximum damage, ie choosing ap against some mbts that are hull down or against Bradleys moving fast, then switching to Heat as soon as the bradley is still and you can aim at its weak spots instead of risking to hit the era to get, if you are lucky, reduced damage.
  16. I have on most of my mbts the v2 binoculars retro. I find it very useful in PVE, but also in GLOPS and random battle. This is specially useful if a commander like Douglas is used as he also increases your spotting range, only the fact that you farm more spots and spotting damage more then enough compensate the lack of other benefits like faster aim time, that any way is my priority when choosing the crew skills, or hull and turret traverse speed. And with the tanks that don't have binoculars i often find myself in situations where i am shot by enemies that i can not see, with retro and commander that let me spot better it happens way less. Douglas, at least the way i build him, gives me also more tank hp, and also more resilience in some crucial componente like tracks, gun and turret ring and a better rate of fire, i play with him as i am still grinding him, but i am impressed about how good is on mbts. Also Sabrina is very interesting with adtu using green ammo and with high alpha ap mbts, a lot of ammo rack and engine fires, while with mbts like T14 with fast reload but not so high alpha seems to don't work as well. @Mortinner do you confirm that rate of fire increase from barrel lining and gun breach retros stack? I have still to unlock the barrel retro, but a battalion mate told me that they don't stack. Any way I think that there are many ways to build mbts, it depends on player's style and also on the modes we play, fast repairing speed can be useful in PvE, less in Random battle, where you probably want to use the x3 repair kit, as broken tracks or gun there can cost you the life. Also for some tanks there are situational choices, for the Merkavas a retro that reduces the fire chance is very important and for ADTU a crew specialization for breaking components, if you use Sabrina and green ammo, is a choice that pay well.
  17. Imo it depends on the party you have and the tactical situation. Generally speaking you get the best rate of fire, on the long run, firing as soon as you have reloaded a single shell, but the more shells you have in the rack the more burst damage you have. Given the number of enemies you any way don't have enough shells to kill them all, so what to do depends on the particular tactical situation, like having to kill fast a tank that can other way kill you (T15), being in a party with others that have armor or having to tank for everybody, and so on. About the commander i don't have Grey, so i can not speak about her, but probably Rachel is also a very good commander for that mission in a mbt, both in the second chapter and even more in the 3rd. the more enemies are close to you the more you reload fast. Also Sabrina can be a good option if you load mainly AP if you are good at aiming at the engine and ammo rack, with Sabrina aiming at the right spot of a T15 you are almost sure to set fire to the ammo rack of a T15 with only 2 shots, that when it is hull down and you can not aim at the lfp for full damage is a very good option. To make it short if the tactical situation allows it wait to have many shells loaded in the rack, and after unleashing them find a cover, if you have to save some team mates, are running low of time and have to cap or else go to battle with whatever shells you have ready, it is better to save a team mate, unless is a completely not useful one, then optimize the use of the rack. with the team mates that do 3-4k dmg in a spec op is different, save your own health the more you can, you will need it all...
  18. Hi, my in game name is Bumbax, i was active on the now closed AW forums and i am glad that we have again some forums, thank to who made it possible, discord has some limitations. Feel free to ask me friendship in the game, i play all 3 modes and all tiers. Best regards, B.
  19. I did play some pve games today and yesterday and also i have the same feeling of the OP about being spotted, with the same commander and tank, in places where i usually did not get spotted. Nothing i can prove or be 100% sure, but it seems to me that something, maybe in the spotting and camo mechanics, but maybe in the view range of the ai driven tanks, is different since the new update. We all know that the AI tanks are not the same ones we drive, so changing the view range of some of them, without any change to the camo and spotting mechanics, is something that can happen, without the developers having to tell us about it, while i am sure that they don't change the spotting mechanics without telling us about as it would have consequences in the pvp modes.
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